Cloth Simulation deforms before hitting anything, and seems to pass right through the table and plate
In the future, including a .blend file or a minimal working example script would be ideal because then we can directly diagnose any potential issues.

In lieu of that, here is a minimal working example script using Blender 2.82a with cloth collisions, which you can build upon for your own tests.

If this script is in a file called test.py then you just have to run blender -P test.py from your command line (e.g., this is usually Terminal or iTerm if you're on a Mac OS). Then this will open up Blender, and you can play around with the settings and observe what modifiers need to be present.

import bpy

def clear_scene():
    """Get rid of the starting cube."""
    bpy.ops.object.select_all(action='DESELECT')
    bpy.data.objects['Cube'].select_set(True)
    bpy.ops.object.delete()

def make_meshes():
    """Make Suzanne mesh, with the collision modifier."""
    bpy.ops.mesh.primitive_monkey_add(size=2, enter_editmode=False, location=(0, 0, 0))
    bpy.ops.transform.resize(value=(2, 2, 2))
    bpy.ops.object.modifier_add(type='COLLISION')

def make_fabrics():
    """Make fabric that drops over the Suzanne mesh and collides with it."""
    bpy.ops.mesh.primitive_plane_add(enter_editmode=False, location=(0, 0, 0))
    bpy.ops.transform.resize(value=(3.5, 3.5, 3.5))
    bpy.ops.transform.translate(value=(0, 0, 6.0))

    # Sub-divide into 50, like how you did it.
    bpy.ops.object.editmode_toggle()
    bpy.ops.mesh.subdivide(number_cuts=50)
    bpy.ops.object.editmode_toggle()
    bpy.ops.object.modifier_add(type='CLOTH')

    # Turn on collisions an increase the quality of the steps.
    bpy.context.object.modifiers["Cloth"].settings.quality = 10
    bpy.context.object.modifiers["Cloth"].collision_settings.collision_quality = 5
    bpy.context.object.modifiers["Cloth"].collision_settings.use_self_collision = True

if __name__ == '__main__':
    clear_scene()
    make_meshes()
    make_fabrics()


A few additional comments about the code:


It deletes the starting cube and adds a Suzanne mesh. I figured this would be more interesting, and it also shows how you need to add the collision modifier.
The cloth is subdivided into 50 (like you did) with the collisions on.


Upon running the code, I end up with the following screen recording upon clicking 
"Play":



The cloth correctly collides with the Suzanne mesh, as desired, though it slows down a bit. :)